The present paper describes a tool developed to model and simulate tasks related to numerical cog... more The present paper describes a tool developed to model and simulate tasks related to numerical cognition, a very important element of both animal and human cognition. In particular, we describe how this software has been used to study a bias that has been consistently observed in humans, both adults and children, about the calculation of the middle point between two numbers and related with the position of numbers in intervals, called NIPE (number interval position effect). Along with the description of the software and the experimental results about the NIPE effect, some results are reported which show the potential of this approach.
Qwerty - Open and Interdisciplinary Journal of Technology, Culture and Education, 2018
Together with books, tangible educational materials are widely used in formal and informal contex... more Together with books, tangible educational materials are widely used in formal and informal contexts, as they improve learning, especially in children. Marrying tangibles with traditional books through digital technology can enrich both materials, making them a powerful tool. In this paper, we describe an approach to design and build Hyper Activity Books (HAB) that allows transforming books in multisensory materials, bonding books with tangible materials. To show the effectiveness and the wide viability of this approach we describe some examples of HAB implementation, applied to mathematics, storytelling, science, and assessment. These examples indicate that HAB can be very useful to produce educational tools.
The present paper describes a tool developed to model and simulate tasks related to numerical cog... more The present paper describes a tool developed to model and simulate tasks related to numerical cognition, a very important element of both animal and human cognition. In particular, we describe how this software has been used to study a bias that has been consistently observed in humans, both adults and children, about the calculation of the middle point between two numbers and related with the position of numbers in intervals, called NIPE (number interval position effect). Along with the description of the software and the experimental results about the NIPE effect, some results are reported which show the potential of this approach.
Qwerty - Open and Interdisciplinary Journal of Technology, Culture and Education, 2018
Together with books, tangible educational materials are widely used in formal and informal contex... more Together with books, tangible educational materials are widely used in formal and informal contexts, as they improve learning, especially in children. Marrying tangibles with traditional books through digital technology can enrich both materials, making them a powerful tool. In this paper, we describe an approach to design and build Hyper Activity Books (HAB) that allows transforming books in multisensory materials, bonding books with tangible materials. To show the effectiveness and the wide viability of this approach we describe some examples of HAB implementation, applied to mathematics, storytelling, science, and assessment. These examples indicate that HAB can be very useful to produce educational tools.
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Papers by Michela Ponticorvo